Rage, Chaotic (reqs: Rage, Chaotic) any weapon you wield is considered Anarchic & deals +2d6 vs Law
Rage, Cold (reqs: Con 13, Wis 13, Rage) Removes all the Dex/Con/Int/Cha penalties, allowing the use of Concentration, Charisma, Magical, Patience, & other such abilities/feats.
Rage, Combat Fury (reqs: Rage, BAB +3) While Raging, spend a use of Rage ability to add another, Full BAB Melee Attack per Round
Rage, Extra (reqs: Rage, BAB +2) You can rage one more time per day; Stacks
Rage, Firey (reqs: Rage) Adds +3 Rounds to the time you spend in a Rage; Stacks
Rage, Heart of Defiance (reqs: Rage, BAB +3) When enraged, you are immune to all forms of Fear and all mind-affecting Spells/SLA's.
Rage, Heart of Fury (reqs: Rage, BAB +3) You don't stop (even making Full Round/Combat Actions) until you reach -10HP; if Rage ends & HP loss would kill you, make Fort (DC 20 +HP Below Death) to Stabilize at -9 instead.
Rage, Heart of Invulnerability (reqs: Rage, BAB +6) While Raging, gain DR +1/-; Stacks with other DR & itself
Rage, Heart of the Dragon (reqs: Rage, BAB +6) If allowed to make a Ref save for Half, make a Fort instead
Rage, Heart of the Dragon, Greater (reqs: HOTD, Rage, BAB +9) If it allows a Ref Save for Half, make a Fort Save instead, & if succeeds, takes no damage
Rage, Incite (reqs: Cha 25, Greater Rage) you can incite a Rage in all willing Allies in 60 feet; It's a standard Barbarian Rage in every way; they don't have to stay in 60 feet while raging themselves.
Rage, Mighty (reqs: Str 21, Con 21, Greater rage) +8 STR/CON & +4 Will; still only a -2 to AC
Rage, PrimEval (reqs: BAB +3) Go into a Rage +1 times per day; Stacks
Rage, PrimEvil, Greater (reqs: Rage, BAB +12) you gain a temporary +6 to Str/Con, and +3 Will; still only suffers the normal -2 AC
Rage, Ruinous (reqs: Str 25, Improved Sunder, Power Attack, Rage) Double StrMod & deals DoubleDam for Sundering while in a Rage
Rage, Terrifying (reqs: Rage, BAB +3) All Enemies in Close Range, whom have fewer HD than you, must Will Save (DC 10 +HalfYourLevel +ChaMod) or be Shaken for the duration of your Rage.
Rage, Thundering (reqs: Str 25, Rage) Any weapon wielded while Raging (including Natural) is a Thundering weapon; Deals (CritMod)d8 Sonic damage on a Crit & Target must Fort save (DC 10 +HalfYourLevel) or be Deafened Permanently
Rat Hacker (reqs: BAB +4) For each Size Catagory Smaller than you they are, gain +1 ToHit & Damage.
Reflexes, Combat, Enhanced (reqs: Combat Ref, Improved Init, Dex 13) add +2 to Init & REF
Reflexes, Combat, Improved: (reqs: Dex 21, Combat Ref) Unlimited AoO's per Round
REFLEXES, Combat: Make 1+(DexMod) AoO's each Round; can make AoO while FF
Reflexes, Down & Dirty (reqs: Combat Ref, BAB +2) you may make AoO's against Fallen/Prone Enemies you Threaten, but not ones you've just Tripped/knocked down/etc
Reflexes, Inhuman (reqs: Ref +5, Lightning Ref) +5 REF, Dex based Skill Checks, Init, & Dodge AC.
Reflexes, Lead Fissile Fire (reqs: Dex 13, Dodge, Bluff 4, Combat Ref) If targeted by a Ranged/RTA in Melee, make a Bluff vs Sense Motive check; if you win, they hit an adjacent target of your choice instead; if fail, you're still the target.
Reflexes, Lightning: +2 REF
Reflexes, Superior (reqs: L Ref) +4 Ref
Reflexes, Uncanny (reqs: Alertness, Improved Init, L Ref, Dex 13) For Init, roll 2d20 & take the better roll; if you get two Natural 20's, the DM may kill you.
Reputation, Greater (reqs: Improved Rep) +4 to Cha based Skill checks
Reputation, Improved (reqs: Cha 13) +2 to all Charisma based Skill Checks
Reputation, Superior (reqs: Greater Rep) +10 Cha based Skill checks
Research Genius (reqs: Int 13, 5th Level Caster) lowers the time cost to research something by 25% (round down) but has no other effect on research.
Research Trinity: When researching a new spell, you may lower one element (Time, Library, or Cost) by half if you double the other two; in all cases, the DC increases to 15 + Spell Level.
Resting, Power: You only need half the usual amount of sleep to awaken fully refreshed and recovered from fatigue penalties, healed and ready to relearn spells.
Restraint, Resist: +4 saves against any effect that would render you paralyzed, entangled, stunned, or while making a defensive Grapple check.
Riposte, Agile (reqs: Dex 13, Dodge) 1x/Round, a Melee/Touch Attacker that misses provokes an Immediate AoO
Riposte, Heroic (reqs: Cha 13, Wis 13) Whenever the character is struck down (0 or lower hit points) he is allowed to take a single AoO against the foe that delivered the blow.
Riposte, Sacraficial (reqs: Dex 13) Subtract up to DexMod from AC & add to Melee ToHit for the Round
Run: In No/Light/Med Armor or Encumberence, move 5x Normal Speed; In Heavy Armor/Encumberence x4; +4 Jump; keep Dex AC while Running
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